- refactored fog and depth func setting into GLInterface.

This commit is contained in:
Christoph Oelckers 2019-10-04 18:44:16 +02:00
parent 204abab724
commit cb80e877ff
5 changed files with 68 additions and 43 deletions

View file

@ -1989,7 +1989,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
{
double f = (double) (tspr->owner + 1) * (std::numeric_limits<double>::epsilon() * 8.0);
if (f != 0.0) f *= 1.0/(double) (sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
glDepthFunc(GL_LEQUAL);
GLInterface.SetDepthFunc(Depth_LessEqual);
}
if ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0)) glFrontFace(GL_CW); else glFrontFace(GL_CCW);

View file

@ -942,22 +942,19 @@ void calc_and_apply_fog(int32_t shade, int32_t vis, int32_t pal)
fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
}
glFogf(GL_FOG_START, fogresult);
glFogf(GL_FOG_END, fogresult2);
glFogfv(GL_FOG_COLOR, (GLfloat *)&fogcol);
GLInterface.SetFogLinear((float*)&fogcol, fogresult, fogresult2);
return;
}
fogcalc(shade, vis, pal);
glFogfv(GL_FOG_COLOR, (GLfloat *)&fogcol);
if (r_usenewshading < 2)
glFogf(GL_FOG_DENSITY, fogresult);
{
GLInterface.SetFogExp2((float*)& fogcol, fogresult);
}
else
{
glFogf(GL_FOG_START, fogresult);
glFogf(GL_FOG_END, fogresult2);
GLInterface.SetFogLinear((float*)& fogcol, fogresult, fogresult2);
}
}
@ -987,24 +984,20 @@ void calc_and_apply_fog_factor(int32_t shade, int32_t vis, int32_t pal, float fa
fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
}
glFogf(GL_FOG_START, fogresult);
glFogf(GL_FOG_END, fogresult2);
glFogfv(GL_FOG_COLOR, (GLfloat *)&fogcol);
GLInterface.SetFogLinear((float*)& fogcol, fogresult, fogresult2);
return;
}
// NOTE: for r_usenewshading >= 2, the fog beginning/ending distance results are
// unused.
fogcalc(shade, vis, pal);
glFogfv(GL_FOG_COLOR, (GLfloat *)&fogcol);
if (r_usenewshading < 2)
glFogf(GL_FOG_DENSITY, fogresult*factor);
{
GLInterface.SetFogExp2((float*)& fogcol, fogresult*factor);
}
else
{
glFogf(GL_FOG_START, (GLfloat) FULLVIS_BEGIN);
glFogf(GL_FOG_END, (GLfloat) FULLVIS_END);
GLInterface.SetFogLinear((float*)& fogcol, FULLVIS_BEGIN, FULLVIS_END);
}
}
////////////////////
@ -2397,11 +2390,11 @@ do
polymost_setFogEnabled(false);
glDepthFunc(GL_EQUAL);
GLInterface.SetDepthFunc(Depth_Equal);
polymost_drawpoly(dpxy, n, method_);
glDepthFunc(GL_LEQUAL);
GLInterface.SetDepthFunc(Depth_LessEqual);
if (!nofog)
polymost_setFogEnabled(true);
@ -5266,8 +5259,7 @@ void polymost_drawrooms()
GLInterface.EnableBlend(false);
GLInterface.EnableAlphaTest(false);
GLInterface.EnableDepthTest(true);
glDepthFunc(GL_ALWAYS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
// glDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
GLInterface.SetDepthFunc(Depth_Always);
polymost_setBrightness(r_brightnesshack);
@ -5375,7 +5367,12 @@ void polymost_drawrooms()
}
}
if (n < 3) { glDepthFunc(GL_LEQUAL); videoEndDrawing(); return; }
if (n < 3)
{
GLInterface.SetDepthFunc(Depth_LessEqual);
videoEndDrawing();
return;
}
float sx[6], sy[6];
@ -5506,8 +5503,7 @@ void polymost_drawrooms()
bunchlast[closest] = bunchlast[numbunches];
}
glDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
// glDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
GLInterface.SetDepthFunc(Depth_LessEqual);
polymost_identityrotmat();
videoEndDrawing();
@ -7474,8 +7470,6 @@ static int osdcmd_cvar_set_polymost(osdcmdptr_t parm)
gltexapplyprops();
else if (!Bstrcasecmp(parm->name, "r_texfilter"))
gltexturemode(parm);
else if (!Bstrcasecmp(parm->name, "r_usenewshading"))
glFogi(GL_FOG_MODE, (r_usenewshading < 2) ? GL_EXP2 : GL_LINEAR);
}
return r;

View file

@ -1081,7 +1081,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
if (shadowHack)
{
glDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
GLInterface.SetDepthFunc(Depth_LessEqual);
}
@ -1193,8 +1193,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
if (shadowHack)
{
glDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
// glDepthRange(0.0, 0.99999);
GLInterface.SetDepthFunc(Depth_Less);
}
VSMatrix identity(0);
GLInterface.SetMatrix(Matrix_ModelView, &identity);

View file

@ -22,7 +22,6 @@ void GLInstance::InitGLState(int fogmode, int multisample)
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glHint(GL_FOG_HINT, GL_NICEST);
glFogi(GL_FOG_MODE, (fogmode < 2) ? GL_EXP2 : GL_LINEAR);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
@ -201,3 +200,24 @@ void GLInstance::SetColor(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void GLInstance::SetDepthFunc(int func)
{
int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
glDepthFunc(f[func]);
}
void GLInstance::SetFogLinear(float* color, float start, float end)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
glFogfv(GL_FOG_COLOR, color);
}
void GLInstance::SetFogExp2(float* color, float coefficient)
{
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, coefficient);
glFogfv(GL_FOG_COLOR, color);
}

View file

@ -68,6 +68,14 @@ enum ECull
Cull_Back
};
enum EDepthFunc
{
Depth_Always,
Depth_Less,
Depth_Equal,
Depth_LessEqual
};
class GLInstance
{
enum
@ -128,6 +136,10 @@ public:
{
SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
}
void SetDepthFunc(int func);
void SetFogLinear(float* color, float start, float end);
void SetFogExp2(float* color, float coefficient);
};
extern GLInstance GLInterface;